When a function contains a local map variable, calling the function causes the editor to crash. This only occurs is the map is defined at the function level, no crash occurs if the map is declared as an actor variable.
Regression:
No- Map variable not available prior to 4.15
Result:
Editor crashes on PIE
Expected:
PIE runs
LoginId:7156c35640f86204e61b8383f45dee17 EpicAccountId:c807849e05a0413d99e379f2802cae9c Access violation - code c0000005 (first/second chance not available) UE4Editor_Core!rml::internal::Block::findObjectSize() UE4Editor_Core!FMallocTBB::Free() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\hal\malloctbb.cpp:112] UE4Editor_Core!FMemory::Free() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\hal\fmemory.inl:52] UE4Editor_Core!FString::operator=() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\containers\unrealstring.h:1700] UE4Editor_CoreUObject!UObject::execStringConst() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2407] UE4Editor_CoreUObject!UObject::execSetMap() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2661] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678] UE4Editor_Engine!AActor::ReceiveBeginPlay() UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:3129] UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:3097] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:183] UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177] UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\world.cpp:3435] UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:338] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3420] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2515] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1215] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1522] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
I am not able to find world outliner how to enable it?
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15, 4.16 |
Created | Mar 20, 2017 |
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Resolved | Mar 21, 2017 |
Updated | Apr 27, 2018 |